OK, here’s a quickie post in response to a reader who pointed out that I haven’t yet taken a look at two non-player characters from the Monster Manual: the scout and the spy.
Scouts are spotters and lookouts. With proficiency in Perception and Stealth, they could be effective ambush attackers, but that’s not their job. Their job is to gather information and return with it; combat is an undesirable complication. Consequently, if they attack at all, they prefer strongly to do so at range.
Eighty percent of the humanoids they encounter will have a speed of 30 feet. Of the remainder, most will have a speed of either 25 or 35 feet. Therefore, they don’t position themselves any closer than 75 feet to their targets unless they absolutely have to, and if they have a good view, they’re content to stay as far as 150 feet away. They can attack at these distances without disadvantage, but they’re not assassins. They attack only in self-defense.
Whether they do even this much depends on the speed of any foe who sees and pursues them. If the subjects of their reconnaissance have a speed of 30 feet or slower, they take potshots (Multiattack, Longbow × 2) at pursuers who are still more than 75 feet away at the start of the scouts’ turn. If the pursuers are closer or faster, scouts Dash away. If more than one opponent manages to get within melee reach, or if they can’t afford to take even a single hit, they Disengage—they have the training to do so.
Scouts only drop their bows and draw their swords when they’re surrounded, with no avenue of escape. If they have no reason to think they’ll be killed if they’re captured, they may choose to surrender rather than fight. Continue reading NPC Tactics: Scouts and Spies
Despite several reader requests, I kept putting off analyzing the kraken priest because it’s always kind of a pain to analyze creatures with large spell repertoires. Turns out the KP’s repertoire isn’t as big as I thought it was, so my bad.
The kraken priest’s ability contour is highest in Constitution, second-highest in Wisdom, with Strength and Dexterity a good ways behind. This non-player character is a spellcaster first and foremost, and arguably a support spellcaster first and foremost, rather than a spellslinger hiding way in the back. Charisma is also high; Intelligence, merely average.
Presumably through the kraken’s influence, the KP has resistance to physical damage from nonmagical weapons and can breathe underwater. That’s pretty much it in the way of distinctive passive features. Aside from spellcasting—which isn’t all that unusual for, you know, a priest—the KP’s only distinctive features are the actions Thunderous Touch and Voice of the Kraken. Continue reading NPC Tactics: Kraken Priests
Volo’s Guide to Monsters includes stat blocks for 11 different magic-using specialists: wizards from eight different schools and warlocks of three different patrons. The wizards are all at least level 7; the warlocks, even higher. There are also a level 9 war priest, a level 10 blackguard (antipaladin) and a level 18 archdruid. Every one of these spellcasters has a different repertoire of spells. To come up with individual tactics for each of them would take me the next two weeks.
Rather than tackle each one separately, then, I’m going to share some rules of thumb for developing tactics for a spellcasting NPC. Continue reading NPC Tactics: Magical Specialists
Today I take a look at two roguish NPCs in Volo’s Guide to Monsters, one flashy, one furtive: the swashbuckler and the master thief.
The swashbuckler of Volo’s doesn’t bear much resemblance to the swashbuckler rogue archetype in the Sword Cost Adventurer’s Guide. Instead, it has a passive feature, Suave Defense, that increases its armor class and an action economy–enhancing feature, Lightfooted, that grants it either Dash or Disengage as a bonus action. (This is actually a slightly nerfed version of Cunning Action, which also allows the user to Hide.)
The swashbuckler is distinguished by an exceptionally high Dexterity; expert proficiency in Acrobatics, Athletics and Persuasion; and a triple Florentine-style Multiattack. The Dexterity suggests a sniper, but the swashbuckler’s attacks are melee-focused. (The dagger can be used as a ranged weapon, but a swashbuckler who does this forfeits two-thirds of that Multiattack.) Because its Strength and Constitution are only slightly above average, we have to imagine a fighting style that somehow allows the swashbuckler to strike at melee range yet avoid getting hit on its opponents’ turns. How do we achieve this, given that the swashbuckler has only a normal 30-foot movement speed? Continue reading NPC Tactics: Swashbucklers and Master Thieves
The new NPCs in Volo’s Guide to Monsters fall into three categories: prospective boss enemies or boss lieutenants (the archdruid, blackguard, champion, kraken priest, war priest and warlord), magic-using specialists (the abjurer, conjurer, diviner, enchanter, evoker, illusionist, necromancer, transmuter and three warlock variants) and “other” (the apprentice wizard, bard, martial arts adept, master thief and swashbuckler). Analyzing the magic-users requires close, time-consuming attention to their spell repertoires, so I’m going to put off talking about them for now; ditto the archdruid, kraken priest and war priest. The blackguard, champion and warlord are mostly uncomplicated brutes. The “other” category looks more interesting, so that’s where I’ll start. Continue reading NPC Tactics: Apprentice Wizards, Bards and Martial Arts Adepts